Acrobatics

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Main > Skills > Acrobatics

Acrobatics measures your ability to perform tasks requiring coordination and grace.

Balance[edit]

DexMove ActionCompromising

You move across a narrow or uneven surface, attempting an Acrobatics check against its Balance DC. You only need to roll Balance for movement once per round.

If you take damage while using Acrobatics, you must immediately make another Acrobatics check at the same DC to avoid falling or being knocked prone.

Surface Width DC
Floor 01
7-11 inches wide 51
2-6 inches wide 10
Less than 2 inches wide 15
Difficult terrain, icy, sloped (>45°), boat in storm +5
Slack line, inconsistent surface +5
Movement across 10 ft. of narrow surface with flat ground at both ends -5

1 No Acrobatics check is needed to move across these surfaces unless the DC is 10 or higher.

Success 5+: Move at full speed.
Success: Move at half speed and you are flat-footed.
Failure: Unable to move and you are flat-footed.
Failure 5-: You are fall prone and fall off the surface if it is less than 1 feet wide. If you fall you can attempt to use Athletics to Catch Yourself.
Note: You can move full speed in difficult terrain by succeeding a DC 10 Acrobatics check.

Example DCs:

DC 5: Move along a wooden beam (no check required if moving at half speed).
DC 10: Move full speed in difficult terrain (this is the DC for a 5+ success).
DC 10: Move along a 10 ft. long tight-rope with flat ground at both ends.
DC 15: Move along a tight-rope.
DC 20: Move along a slack rope.

Catch Yourself[edit]

DexSwift Action

It’s practically impossible to catch yourself on a wall while falling.

Surface DC
Rope or Ledge 20
Cavern wall (with plenty of handholds) 30
Rough wall (brick, cave) 35
Success: You catch yourself, taking damage based on distance fallen before your managed to do so.
Failure: .

Trained Uses

Requires at least 1 rank in Acrobatics.

Soften Fall[edit]

DC 15Dex

When you deliberately fall any distance, even as a result of a missed jump, you may make an Acrobatics check.

Success: Ignore the first 10 feet fallen.
Failure: Take damage as normal.

Squeeze[edit]

DexCompromising

You contort yourself to squeeze through a space so small you can barely fit through. This action is for exceptionally small spaces; many tight spaces are merely difficult terrain that you can move through more quickly and without a check.

Tight Space DC
Space barely fitting your shoulders 15
Space barely fitting your head 30
Success 10+: Move 10 feet in 1 minute.
Success: Move 5 feet in 1 minute.
Failure: Unable to move after 1 minute.
Failure 10-: You become stuck. You may attempt another Squeeze action to become unstuck. If you fail by 10+ again, you become unable to extract yourself.

Tumble Through[edit]

DexMove Action

You attempt to move past an enemy without triggering reactions from your movement. Attempt an Acrobatics check against the enemy’s CMD.

You may spend 5 points of success to move through an enemy square.

Success 10+: Move at full speed. Your movement doesn't trigger reactions from the enemy.
Success: Move at half speed. Your movement doesn't trigger reactions from the enemy.
Failure: You trigger reactions from movement.
If you tried to move through enemy squares, you stop before the first enemy, and still trigger reactions from movement even if this caused you to end your movement in the same space as you started.
Multiple enemies: If you are avoiding multiple enemies compare the same check against all their CMDs. If you decide to move full speed, you will trigger reactions as normal from all enemies whose CMD you did not beat by 10+.
Open Gaming License Version 1.0a Copyright 2000, Wizards of the Coast, Inc.

15. COPYRIGHT NOTICE

System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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